Files
example-top-down-unity/Assets/Scripts/Interactable.cs
2022-02-16 20:36:55 +01:00

152 lines
5.4 KiB
C#

using UnityEngine;
/// <summary>
/// <c>Interactable</c> represents the base class of all interactable objects in the scene
/// </summary>
public abstract class Interactable : MonoBehaviour
{
/// <summary>
/// <c>InteractinType</c> is the type of an interaction. So the "PlayerInteractin.cs" can handle the interaction input.
///
/// <list type="bullet">
/// <item>Click: A single click which triggers the Interact Method</item>
/// <item>Hold: Holding a until time is reached an then triggers the Interact Method(Time resets if the Player stops holding)</item>
/// <item>Harvest: Same as Hold but time does not reset. So the time progress gets saved. Used for class "Harvastable.cs"</item>
/// </list>
/// </summary>
public enum InteractionType {
Click,
Hold,
Harvest
}
[Header("Interactable Properties")]
public InteractionType interactionType;
[Tooltip("The time the player has to hold until the Interact method triggers.")]
[Range(0.1f, 99.9f)]
[SerializeField]
float holdDuration = 1f; // The time the player has to hold until the Interact method triggers
float holdTime; // The time for how long the player has already pressed
// Used to measure the distance between the player and the object
Transform playerTransform;
[Tooltip("The range in which the player can interact with an object")]
[Range(1f, 50f)]
[SerializeField]
float radius = 3f;
[SerializeField]
Transform centerPoint;
void Awake()
{
if(centerPoint == null)
{
centerPoint = gameObject.transform;
}
}
#region GETTER
/// <summary>
/// <c>GetDescription</c> gets the description of an interactable object.
/// <list type="bullet">
/// <item>The description is usally used to display a help text for the player (e.g. "Turn Lights On")</item>
/// </list>
/// </summary>
/// <returns><strong>A string containing the description of the interactable object</strong></returns>
public abstract string GetDescription();
/// <summary>
/// <c>GetHoldTime</c> gets the time for how long the player has already pressed.
/// </summary>
/// <returns><strong>A float of the time for how long the player has already pressed</strong></returns>
public float GetHoldTime() => holdTime;
/// <summary>
/// <c>GetHoldDuration</c> gets the time the player has to hold until the Interact method triggers.
/// </summary>
/// <returns><strong>A float of the time the player has to hold until the Interact method triggers</strong></returns>
public float GetHoldDuration() => holdDuration;
/// <summary>
/// <c>GetHoldTimeLeft</c> gets the time for how long a player still has to hold.
/// </summary>
/// <returns>A float containig the result of <strong>holdDuration - holdTime</strong></returns>
public float GetHoldTimeLeft() => holdDuration - holdTime;
/// <summary>
/// <c>GetRadius</c> gets the maximum distance of a player is allowed to have in order to interact with an object.
/// </summary>
/// <returns><strong>A float containing the interaction distance</strong></returns>
public float GetRadius() => radius;
#endregion
/// <summary>
/// <c>Interact</c> is the method which gets called when a player start the interaction with an object.
///
/// <list type="bullet">
/// <item>If the player clicks on an object</item>
/// <item>If the holdTime is greater or equals the holdDuration</item>
/// <item>If the harvestTime is greater or equals the harvestDuration</item>
/// </list>
///
/// It usually gets called in the "PlayerInteraction.cs"
/// </summary>
public abstract void Interact();
/// <summary>
/// <c>IncreaseHoldTime</c> increases the holdTime by Time.deltaTime.
/// <code>holdTime += Time.deltaTime;</code>
/// </summary>
public void IncreaseHoldTime() => holdTime += Time.deltaTime;
/// <summary>
/// <c>ResetHoldTime</c><strong> resets the holdTime to 0f.</strong>
/// </summary>
public void ResetHoldTime() => holdTime = 0f;
/// <summary>
/// <c>isInRange</c> checks if the player is in the interaction range of an interactable object.
///
/// <list type="bullet">
/// <item><strong>True</strong>: Player is in range</item>
/// <item><strong>False</strong>: Player is NOT in range</item>
/// </list>
/// </summary>
/// <returns>A bool which says if the player is in the interaction range of an interactable object</returns>
public bool isInRange()
{
playerTransform = GameObject.FindGameObjectWithTag("Player").gameObject.transform; // Maybe singleton later?
float distance = Vector2.Distance(centerPoint.position, playerTransform.position);
if(distance <= radius)
{
return true;
}
else
{
return false;
}
}
// Show interactable range in editor but NOT IN-GAME
private void OnDrawGizmosSelected()
{
// Same as in "Awake()", cause the object does not get "awakend" in inspector
if (centerPoint == null)
{
centerPoint = gameObject.transform;
}
// Gizmos are only visible in the scene view -> NOT visible IN-GAME (DEBUG Reasons)
Gizmos.color = Color.magenta;
Gizmos.DrawWireSphere(centerPoint.position, radius);
}
}